43 lines
1.1 KiB
GLSL
43 lines
1.1 KiB
GLSL
/* Copyright (c) 2023-2024, Mobica Limited
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*
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* SPDX-License-Identifier: Apache-2.0
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*
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* Licensed under the Apache License, Version 2.0 the "License";
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#version 450
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#define PI 3.14159
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layout(location = 0) in vec3 inPos;
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layout(binding = 0) uniform UBO
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{
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mat4 projection;
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mat4 view;
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}
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ubo;
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layout(push_constant) uniform Push_Constants
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{
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vec3 direction;
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}
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push_constants;
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void main(void)
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{
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mat4 rotX = mat4(1.0f);
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rotX[1][1] = cos(PI);
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rotX[1][2] = sin(PI);
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rotX[2][1] = -sin(PI);
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rotX[2][2] = cos(PI);
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gl_Position = rotX * vec4(inPos + push_constants.direction, 1.0f);
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}
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